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author | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
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committer | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
commit | 0ea5fc66924303d1bf73ba283a383e2aadee02f2 (patch) | |
tree | 2568e71a7ccc44ec23b8bb3f0ff97fb6bf2ed709 /docs/doxygen/nel/patch__render_8cpp-source.html | |
download | nevrax-website-self-hostable-0ea5fc66924303d1bf73ba283a383e2aadee02f2.tar.xz nevrax-website-self-hostable-0ea5fc66924303d1bf73ba283a383e2aadee02f2.zip |
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doxygen="_cgi:http://www.nevrax.org/cgi-bin/nel-search.cgi" href="http://www.nevrax.org/cgi-bin/nel-search.cgi">Search</a> </center> +<hr><h1>patch_render.cpp</h1><a href="patch__render_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 +00007 <font class="comment">/* Copyright, 2000 Nevrax Ltd.</font> +00008 <font class="comment"> *</font> +00009 <font class="comment"> * This file is part of NEVRAX NEL.</font> +00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font> +00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font> +00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font> +00013 <font class="comment"> * any later version.</font> +00014 <font class="comment"></font> +00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font> +00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font> +00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font> +00018 <font class="comment"> * General Public License for more details.</font> +00019 <font class="comment"></font> +00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font> +00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font> +00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font> +00023 <font class="comment"> * MA 02111-1307, USA.</font> +00024 <font class="comment"> */</font> +00025 +00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font> +00027 +00028 +00029 <font class="preprocessor">#include "<a class="code" href="patch_8h.html">3d/patch.h</a>"</font> +00030 <font class="preprocessor">#include "<a class="code" href="tessellation_8h.html">3d/tessellation.h</a>"</font> +00031 <font class="preprocessor">#include "<a class="code" href="bezier__patch_8h.html">3d/bezier_patch.h</a>"</font> +00032 <font class="preprocessor">#include "<a class="code" href="src_23d_2zone_8h.html">3d/zone.h</a>"</font> +00033 <font class="preprocessor">#include "<a class="code" href="landscape_8h.html">3d/landscape.h</a>"</font> +00034 <font class="preprocessor">#include "<a class="code" href="landscape__profile_8h.html">3d/landscape_profile.h</a>"</font> +00035 <font class="preprocessor">#include "<a class="code" href="patchdlm__context_8h.html">3d/patchdlm_context.h</a>"</font> +00036 <font class="preprocessor">#include "<a class="code" href="vector_8h.html">nel/misc/vector.h</a>"</font> +00037 <font class="preprocessor">#include "<a class="code" href="common_8h.html">nel/misc/common.h</a>"</font> +00038 <font class="keyword">using</font> <font class="keyword">namespace </font>std; +00039 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC; +00040 +00041 +00042 <font class="keyword">namespace </font>NL3D +00043 { +00044 +00045 +00046 <font class="comment">// ***************************************************************************</font> +00047 <font class="comment">// ***************************************************************************</font> +00048 <font class="comment">// Patch Texture computation.</font> +00049 <font class="comment">// ***************************************************************************</font> +00050 <font class="comment">// ***************************************************************************</font> +00051 +00052 +00053 <font class="comment">// ***************************************************************************</font> +<a name="l00054"></a><a class="code" href="classNL3D_1_1CPatch.html#c8">00054</a> <font class="keywordtype">void</font> CPatch::computeNewFar(sint &newFar0, sint &newFar1) +00055 { +00056 <font class="comment">// Classify the patch.</font> +00057 <font class="comment">//========================</font> +00058 <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>= (CLandscapeGlobals::RefineCenter-<a class="code" href="classNL3D_1_1CPatch.html#o13">BSphere</a>.Center).norm() - <a class="code" href="classNL3D_1_1CPatch.html#o13">BSphere</a>.Radius; +00059 <font class="keywordtype">float</font> rr=0.0; +00060 <font class="keywordflow">if</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a><CLandscapeGlobals::TileDistNear) +00061 rr= <a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>-CLandscapeGlobals::TileDistNear, newFar0= 0; +00062 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a><CLandscapeGlobals::Far0Dist) +00063 rr= <a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>-CLandscapeGlobals::Far0Dist, newFar0= 1; +00064 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a><CLandscapeGlobals::Far1Dist) +00065 rr= <a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>-CLandscapeGlobals::Far1Dist, newFar0= 2; +00066 <font class="keywordflow">else</font> +00067 newFar0= 3; +00068 <font class="comment">// Transition with the next level.</font> +00069 newFar1=0; +00070 <font class="keywordflow">if</font>(newFar0<3 && rr>-(CLandscapeGlobals::FarTransition+2*<a class="code" href="classNL3D_1_1CPatch.html#o13">BSphere</a>.Radius)) +00071 { +00072 newFar1= newFar0+1; +00073 } +00074 +00075 +00076 <font class="comment">// Update Texture Info.</font> +00077 <font class="comment">//========================</font> +00078 <font class="keywordflow">if</font>(newFar0!=<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a> || newFar1!=<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>) +00079 { +00080 <font class="comment">// Backup old pass0</font> +00081 CPatchRdrPass *oldPass0=<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass; +00082 CPatchRdrPass *oldPass1=<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass; +00083 +00084 <font class="comment">// Checks</font> +00085 <font class="keywordflow">if</font> (oldPass0==NULL) +00086 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a><=0); +00087 <font class="keywordflow">if</font> (oldPass1==NULL) +00088 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a><=0); +00089 +00090 <font class="keywordtype">float</font> oldFar0UScale=<a class="code" href="classNL3D_1_1CPatch.html#o16">Far0UScale</a>; +00091 <font class="keywordtype">float</font> oldFar0VScale=<a class="code" href="classNL3D_1_1CPatch.html#o17">Far0VScale</a>; +00092 <font class="keywordtype">float</font> oldFar0UBias=<a class="code" href="classNL3D_1_1CPatch.html#o18">Far0UBias</a>; +00093 <font class="keywordtype">float</font> oldFar0VBias=<a class="code" href="classNL3D_1_1CPatch.html#o19">Far0VBias</a>; +00094 uint8 oldFlags=<a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>; +00095 +00096 +00097 <font class="comment">// Don't delete the pass0 if the new newFar1 will use it</font> +00098 <font class="keywordflow">if</font> ((newFar1==<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>)&&(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>>0)) +00099 <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass=NULL; +00100 +00101 <font class="comment">// Don't delete the pass1 if the new newFar0 will use it</font> +00102 <font class="keywordflow">if</font> ((newFar0==<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>)&&(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>>0)) +00103 <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass=NULL; +00104 +00105 <font class="comment">// Pass0 have changed ?</font> +00106 <font class="keywordflow">if</font> (newFar0!=<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>) +00107 { +00108 <font class="comment">// Compute / get the texture Far.</font> +00109 <font class="keywordflow">if</font>(newFar0>0) +00110 { +00111 <font class="comment">// Free the old pass, don't used any more</font> +00112 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass) +00113 <a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->freeFarRenderPass (<font class="keyword">this</font>, <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass, <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>); +00114 +00115 <font class="comment">// Can we use the old pass1 ?</font> +00116 <font class="keywordflow">if</font> (newFar0==<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>) +00117 { +00118 <font class="comment">// Yes, recycle it!</font> +00119 <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass=oldPass1; +00120 +00121 <font class="comment">// Copy uv coordinates</font> +00122 <a class="code" href="classNL3D_1_1CPatch.html#o16">Far0UScale</a>=<a class="code" href="classNL3D_1_1CPatch.html#o20">Far1UScale</a>; +00123 <a class="code" href="classNL3D_1_1CPatch.html#o17">Far0VScale</a>=<a class="code" href="classNL3D_1_1CPatch.html#o21">Far1VScale</a>; +00124 <a class="code" href="classNL3D_1_1CPatch.html#o18">Far0UBias</a>=<a class="code" href="classNL3D_1_1CPatch.html#o22">Far1UBias</a>; +00125 <a class="code" href="classNL3D_1_1CPatch.html#o19">Far0VBias</a>=<a class="code" href="classNL3D_1_1CPatch.html#o23">Far1VBias</a>; +00126 +00127 <font class="comment">// Copy rotation flag</font> +00128 <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>&=~<a class="code" href="patch_8h.html#a2">NL_PATCH_FAR0_ROTATED</a>; <font class="comment">// erase it</font> +00129 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>&<a class="code" href="patch_8h.html#a3">NL_PATCH_FAR1_ROTATED</a>) +00130 <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>|=<a class="code" href="patch_8h.html#a2">NL_PATCH_FAR0_ROTATED</a>; <font class="comment">// copy it</font> +00131 } +00132 <font class="keywordflow">else</font> <font class="comment">// get a new render pass</font> +00133 { +00134 <font class="comment">// Rotation boolean</font> +00135 <font class="keywordtype">bool</font> bRot; +00136 <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass=<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->getFarRenderPass(<font class="keyword">this</font>, newFar0, <a class="code" href="classNL3D_1_1CPatch.html#o16">Far0UScale</a>, <a class="code" href="classNL3D_1_1CPatch.html#o17">Far0VScale</a>, <a class="code" href="classNL3D_1_1CPatch.html#o18">Far0UBias</a>, <a class="code" href="classNL3D_1_1CPatch.html#o19">Far0VBias</a>, bRot); +00137 +00138 <font class="comment">// Flags is set if the far texture is rotated of 90° to the left</font> +00139 <font class="keywordflow">if</font> (bRot) +00140 <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>|=<a class="code" href="patch_8h.html#a2">NL_PATCH_FAR0_ROTATED</a>; +00141 <font class="keywordflow">else</font> +00142 <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>&=~<a class="code" href="patch_8h.html#a2">NL_PATCH_FAR0_ROTATED</a>; +00143 } +00144 } +00145 <font class="keywordflow">else</font> <font class="comment">// no more far pass0</font> +00146 { +00147 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass) +00148 { +00149 <a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->freeFarRenderPass (<font class="keyword">this</font>, <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass, <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>); +00150 <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass=NULL; +00151 } +00152 } +00153 } +00154 +00155 <font class="comment">// Pass1 have changed ?</font> +00156 <font class="keywordflow">if</font> (newFar1!=<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>) +00157 { +00158 <font class="comment">// Now let's go with pass1</font> +00159 <font class="keywordflow">if</font>(newFar1>0) +00160 { +00161 <font class="comment">// Delete the pass1 if not used any more</font> +00162 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass) +00163 <a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->freeFarRenderPass (<font class="keyword">this</font>, <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass, <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>); +00164 +00165 <font class="comment">// Can we use the old pass1 ?</font> +00166 <font class="keywordflow">if</font> (newFar1==<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>) +00167 { +00168 <font class="comment">// Yes, recycle it!</font> +00169 <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass= oldPass0; +00170 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass); +00171 +00172 <font class="comment">// Copy uv coordinates</font> +00173 <a class="code" href="classNL3D_1_1CPatch.html#o20">Far1UScale</a>=oldFar0UScale; +00174 <a class="code" href="classNL3D_1_1CPatch.html#o21">Far1VScale</a>=oldFar0VScale; +00175 <a class="code" href="classNL3D_1_1CPatch.html#o22">Far1UBias</a>=oldFar0UBias; +00176 <a class="code" href="classNL3D_1_1CPatch.html#o23">Far1VBias</a>=oldFar0VBias; +00177 +00178 <font class="comment">// Copy rotation flag</font> +00179 <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>&=~<a class="code" href="patch_8h.html#a3">NL_PATCH_FAR1_ROTATED</a>; <font class="comment">// erase it</font> +00180 <font class="keywordflow">if</font> (oldFlags&<a class="code" href="patch_8h.html#a2">NL_PATCH_FAR0_ROTATED</a>) +00181 <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>|=<a class="code" href="patch_8h.html#a3">NL_PATCH_FAR1_ROTATED</a>; <font class="comment">// copy it</font> +00182 } +00183 <font class="keywordflow">else</font> <font class="comment">// get a new render pass</font> +00184 { +00185 <font class="comment">// Rotation boolean</font> +00186 <font class="keywordtype">bool</font> bRot; +00187 <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass=<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->getFarRenderPass(<font class="keyword">this</font>, newFar1, <a class="code" href="classNL3D_1_1CPatch.html#o20">Far1UScale</a>, <a class="code" href="classNL3D_1_1CPatch.html#o21">Far1VScale</a>, <a class="code" href="classNL3D_1_1CPatch.html#o22">Far1UBias</a>, <a class="code" href="classNL3D_1_1CPatch.html#o23">Far1VBias</a>, bRot); +00188 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass); +00189 +00190 <font class="comment">// Flags is set if the far texture is rotated of 90° to the left</font> +00191 <font class="keywordflow">if</font> (bRot) +00192 <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>|=<a class="code" href="patch_8h.html#a3">NL_PATCH_FAR1_ROTATED</a>; +00193 <font class="keywordflow">else</font> +00194 <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>&=~<a class="code" href="patch_8h.html#a3">NL_PATCH_FAR1_ROTATED</a>; +00195 } +00196 +00197 <font class="comment">// Compute info for transition.</font> +00198 <font class="keywordtype">float</font> farDist; +00199 <font class="keywordflow">switch</font>(newFar1) +00200 { +00201 <font class="keywordflow">case</font> 1: farDist= CLandscapeGlobals::TileDistNear; <font class="keywordflow">break</font>; +00202 <font class="keywordflow">case</font> 2: farDist= CLandscapeGlobals::Far0Dist; <font class="keywordflow">break</font>; +00203 <font class="keywordflow">case</font> 3: farDist= CLandscapeGlobals::Far1Dist; <font class="keywordflow">break</font>; +00204 <font class="keywordflow">default</font>: <a class="code" href="debug_8h.html#a12">nlstop</a>; +00205 }; +00206 <a class="code" href="classNL3D_1_1CPatch.html#o30">TransitionSqrMin</a>= <a class="code" href="namespaceNLMISC.html#a214">sqr</a>(farDist-CLandscapeGlobals::FarTransition); +00207 <a class="code" href="classNL3D_1_1CPatch.html#o31">OOTransitionSqrDelta</a>= 1.0f/(<a class="code" href="namespaceNLMISC.html#a214">sqr</a>(farDist)-<a class="code" href="classNL3D_1_1CPatch.html#o30">TransitionSqrMin</a>); +00208 } +00209 <font class="keywordflow">else</font> <font class="comment">// no more far pass1</font> +00210 { +00211 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass) +00212 { +00213 <a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->freeFarRenderPass (<font class="keyword">this</font>, <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass, <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>); +00214 <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass=NULL; +00215 } +00216 } +00217 } +00218 +00219 } +00220 +00221 <font class="comment">// Don't copy Far0 and Far1.</font> +00222 } +00223 +00224 +00225 <font class="comment">// ***************************************************************************</font> +<a name="l00226"></a><a class="code" href="classNL3D_1_1CPatch.html#z669_1">00226</a> <font class="keywordtype">void</font> CPatch::updateTextureFarOnly() +00227 { +00228 <font class="comment">// If visible, don't change Far, because VB must be changed too. preRender() should have been called isntead.</font> +00229 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>) +00230 <font class="keywordflow">return</font>; +00231 +00232 sint newFar0,newFar1; +00233 <font class="comment">// compute new Far0 and new Far1.</font> +00234 <a class="code" href="classNL3D_1_1CPatch.html#c8">computeNewFar</a>(newFar0, newFar1); +00235 +00236 <font class="comment">// Far change.</font> +00237 <font class="comment">//------------------</font> +00238 <font class="comment">// Set new far values</font> +00239 <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>= newFar0; +00240 <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>= newFar1; +00241 } +00242 +00243 +00244 +00245 <font class="comment">// ***************************************************************************</font> +00246 <font class="comment">// ***************************************************************************</font> +00247 <font class="comment">// Patch / Face rendering.</font> +00248 <font class="comment">// ***************************************************************************</font> +00249 <font class="comment">// ***************************************************************************</font> +00250 +00251 +00252 <font class="comment">// ***************************************************************************</font> +<a name="l00253"></a><a class="code" href="classNL3D_1_1CPatch.html#z669_0">00253</a> <font class="keywordtype">void</font> CPatch::preRender() +00254 { +00255 <font class="comment">// If not visible, do nothing.</font> +00256 <font class="keywordflow">if</font>(RenderClipped) +00257 <font class="keywordflow">return</font>; +00258 +00259 +00260 <font class="comment">// 0. Classify the patch, and update TextureInfo.</font> +00261 <font class="comment">//=======================</font> +00262 sint newFar0,newFar1; +00263 <font class="comment">// compute new Far0 and new Far1.</font> +00264 <a class="code" href="classNL3D_1_1CPatch.html#c8">computeNewFar</a>(newFar0, newFar1); +00265 +00266 +00267 <font class="comment">// 2. Update vertices in VB</font> +00268 <font class="comment">//========================</font> +00269 sint oldFar0= <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>, oldFar1= <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>; +00270 +00271 <font class="comment">// Test if go in or go out tileMode.</font> +00272 <font class="keywordtype">bool</font> changeTileMode; +00273 <font class="comment">// this is true if a change is made, and if old or current is in TileMode.</font> +00274 changeTileMode= (newFar0!=oldFar0) && (newFar0==0 || oldFar0==0); +00275 <font class="comment">// Or this is true if Far0 / Far1 was invalid before.</font> +00276 changeTileMode= changeTileMode || oldFar0==-1 || oldFar1==-1; +00277 +00278 <font class="comment">// Pre VB change.</font> +00279 <font class="comment">//------------------</font> +00280 <font class="comment">// In this case, major change: delete all VB, then recreate after.</font> +00281 <font class="keywordflow">if</font>(changeTileMode) +00282 { +00283 <font class="comment">// delete the old VB (NB: RenderClipped==false here). </font> +00284 <font class="comment">// NB: Far0 and Far1 are still unmodified, so deleteVB() will do the good job.</font> +00285 <a class="code" href="classNL3D_1_1CPatch.html#z673_0">deleteVBAndFaceVector</a>(); +00286 } +00287 <font class="keywordflow">else</font> +00288 { +00289 <font class="comment">// minor change: Far0 UV, or Far1.</font> +00290 <font class="comment">// Far0 UV: do nothing here.</font> +00291 <font class="comment">// If change in Far1, must delete Far1</font> +00292 <font class="keywordflow">if</font>(newFar1!=oldFar1) +00293 { +00294 <font class="comment">// NB: Far1 is still unmodified, so deleteVB() will do the good job.</font> +00295 <a class="code" href="classNL3D_1_1CPatch.html#z673_4">deleteVBAndFaceVectorFar1Only</a>(); +00296 } +00297 } +00298 +00299 <font class="comment">// Far change.</font> +00300 <font class="comment">//------------------</font> +00301 <font class="comment">// Set new far values</font> +00302 <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>= newFar0; +00303 <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>= newFar1; +00304 +00305 +00306 <font class="comment">// Post VB change.</font> +00307 <font class="comment">//------------------</font> +00308 <font class="keywordflow">if</font>(changeTileMode) +00309 { +00310 <font class="comment">// major change: recreate all the VB.</font> +00311 <a class="code" href="classNL3D_1_1CPatch.html#z673_1">allocateVBAndFaceVector</a>(); +00312 <font class="comment">// Then try to refill if possible.</font> +00313 <a class="code" href="classNL3D_1_1CPatch.html#z673_2">fillVB</a>(); +00314 } +00315 <font class="keywordflow">else</font> +00316 { +00317 <font class="comment">// minor change: Far0 UV, or Far1.</font> +00318 <font class="comment">// If change in Far0</font> +00319 <font class="keywordflow">if</font>(newFar0!=oldFar0) +00320 { +00321 <font class="comment">// Then must recompute VB with good UVs.</font> +00322 <font class="comment">// An optimisation is to check if UVs had really change (see UScale ...)</font> +00323 <font class="comment">// but the case they don't change is very rare: 1/16.</font> +00324 <a class="code" href="classNL3D_1_1CPatch.html#z673_6">fillVBFar0Only</a>(); +00325 } +00326 +00327 <font class="comment">// If change in Far1, must allcoate and recompute UVs.</font> +00328 <font class="keywordflow">if</font>(newFar1!=oldFar1) +00329 { +00330 <a class="code" href="classNL3D_1_1CPatch.html#z673_5">allocateVBAndFaceVectorFar1Only</a>(); +00331 <font class="comment">// try to fill if no reallocation problem</font> +00332 <a class="code" href="classNL3D_1_1CPatch.html#z673_7">fillVBFar1Only</a>(); +00333 } +00334 } +00335 +00336 +00337 <font class="comment">// 3. Append patch to renderList.</font> +00338 <font class="comment">//=====================</font> +00339 <font class="comment">// This patch is visible. So if good far, append.</font> +00340 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>>0) +00341 { +00342 <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass->appendRdrPatchFar0(&<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>, <a class="code" href="classNL3D_1_1CPatch.html#z678_3">NumRenderableFaces</a>); +00343 } +00344 <font class="comment">// Same for Far1.</font> +00345 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>>0) +00346 { +00347 <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass->appendRdrPatchFar1(&<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>, <a class="code" href="classNL3D_1_1CPatch.html#z678_3">NumRenderableFaces</a>); +00348 } +00349 +00350 +00351 <font class="comment">// 4. Clip tess blocks.</font> +00352 <font class="comment">//=====================</font> +00353 <font class="comment">// If we are in Tile/FarTransition</font> +00354 <font class="keywordtype">bool</font> doClipFar= <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0 && <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>==1; +00355 <font class="comment">// Parse all TessBlocks.</font> +00356 uint nTessBlock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); +00357 CTessBlock *pTessBlock= nTessBlock>0? &<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[0]: NULL ; +00358 <font class="keywordflow">for</font>(; nTessBlock>0; pTessBlock++, nTessBlock--) +00359 { +00360 CTessBlock &tblock= *pTessBlock; +00361 +00362 <font class="comment">// bkup the old result for clipping</font> +00363 <font class="keywordtype">bool</font> oldVisibleFar0= tblock.visibleFar0(); +00364 <font class="keywordtype">bool</font> oldVisibleTile= tblock.visibleTile(); +00365 <font class="keywordtype">bool</font> oldVisibleFar1= tblock.visibleFar1(); +00366 +00367 <font class="comment">// If this TessBlock is empty, do not need to clip</font> +00368 <font class="keywordflow">if</font>(tblock.FaceTileMaterialRefCount==0) +00369 { +00370 <font class="comment">// Simply force the clip.</font> +00371 tblock.forceClip(); +00372 } +00373 <font class="keywordflow">else</font> +00374 { +00375 <font class="comment">// clip the tessBlock.</font> +00376 tblock.resetClip(); +00377 tblock.clip(); +00378 <font class="comment">// If we are in Tile/FarTransition</font> +00379 <font class="keywordflow">if</font>(doClipFar) +00380 tblock.clipFar(CLandscapeGlobals::RefineCenter, CLandscapeGlobals::TileDistNear, CLandscapeGlobals::FarTransition); +00381 +00382 <font class="comment">// If TileMode, and if tile visible</font> +00383 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0 && tblock.visibleTile() ) +00384 { +00385 <font class="comment">// Append all tiles (if any) to the renderPass list!</font> +00386 <font class="keywordflow">for</font>(uint j=0;j<<a class="code" href="tess__block_8h.html#a1">NL3D_TESSBLOCK_TILESIZE</a>; j++) +00387 { +00388 <font class="comment">// If tile exist</font> +00389 <font class="keywordflow">if</font>(tblock.RdrTileRoot[j]) +00390 <font class="comment">// add it to the renderList</font> +00391 tblock.RdrTileRoot[j]->appendTileToEachRenderPass(<a class="code" href="classNL3D_1_1CPatch.html#z678_3">NumRenderableFaces</a>); +00392 } +00393 } +00394 } +00395 +00396 <font class="comment">// If change of clip in tessBlock, must update the tessBlock</font> +00397 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>> 0 && oldVisibleFar0 != tblock.visibleFar0() ) +00398 { +00399 <font class="keywordflow">if</font>( tblock.visibleFar0() ) +00400 { +00401 <font class="comment">// allocate</font> +00402 <a class="code" href="classNL3D_1_1CPatch.html#c15">updateFar0VBAlloc</a>(tblock.FarVertexList, <font class="keyword">true</font>); +00403 <font class="comment">// fill only if possible.</font> +00404 <font class="keywordflow">if</font>(!CLandscapeGlobals::CurrentFar0VBAllocator->reallocationOccurs()) +00405 <a class="code" href="classNL3D_1_1CPatch.html#c12">fillFar0VertexListVB</a>(tblock.FarVertexList); +00406 <font class="comment">// rebuild triangles index list.</font> +00407 tblock.refillFaceVectorFar0(); +00408 } +00409 <font class="keywordflow">else</font> +00410 { +00411 <font class="comment">// delete</font> +00412 <a class="code" href="classNL3D_1_1CPatch.html#c15">updateFar0VBAlloc</a>(tblock.FarVertexList, <font class="keyword">false</font>); +00413 } +00414 } +00415 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0 && oldVisibleTile != tblock.visibleTile() ) +00416 { +00417 <font class="keywordflow">if</font>( tblock.visibleTile() ) +00418 { +00419 <font class="comment">// allocate</font> +00420 <a class="code" href="classNL3D_1_1CPatch.html#c17">updateTileVBAlloc</a>(tblock.NearVertexList, <font class="keyword">true</font>); +00421 <font class="comment">// fill only if possible.</font> +00422 <font class="keywordflow">if</font>(!CLandscapeGlobals::CurrentTileVBAllocator->reallocationOccurs()) +00423 <a class="code" href="classNL3D_1_1CPatch.html#c14">fillTileVertexListVB</a>(tblock.NearVertexList); +00424 <font class="comment">// rebuild triangles index list.</font> +00425 tblock.refillFaceVectorTile(); +00426 } +00427 <font class="keywordflow">else</font> +00428 { +00429 <font class="comment">// delete</font> +00430 <a class="code" href="classNL3D_1_1CPatch.html#c17">updateTileVBAlloc</a>(tblock.NearVertexList, <font class="keyword">false</font>); +00431 } +00432 } +00433 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>> 0 && oldVisibleFar1 != tblock.visibleFar1() ) +00434 { +00435 <font class="keywordflow">if</font>( tblock.visibleFar1() ) +00436 { +00437 <font class="comment">// allocate</font> +00438 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(tblock.FarVertexList, <font class="keyword">true</font>); +00439 <font class="comment">// fill only if possible.</font> +00440 <font class="keywordflow">if</font>(!CLandscapeGlobals::CurrentFar1VBAllocator->reallocationOccurs()) +00441 <a class="code" href="classNL3D_1_1CPatch.html#c13">fillFar1VertexListVB</a>(tblock.FarVertexList); +00442 <font class="comment">// rebuild triangles index list.</font> +00443 tblock.refillFaceVectorFar1(); +00444 } +00445 <font class="keywordflow">else</font> +00446 { +00447 <font class="comment">// delete</font> +00448 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(tblock.FarVertexList, <font class="keyword">false</font>); +00449 } +00450 } +00451 } +00452 +00453 } +00454 +00455 +00456 <font class="comment">// Special profiling.</font> +00457 <font class="preprocessor">#ifdef NL3D_PROFILE_LAND</font> +00458 <font class="preprocessor"></font><font class="preprocessor">#define NL3D_PROFILE_LAND_ADD_FACE_VECTOR(_x, _fv) \</font> +00459 <font class="preprocessor"> if(_fv) \</font> +00460 <font class="preprocessor"> { \</font> +00461 <font class="preprocessor"> NL3D_PROFILE_LAND_ADD(_x, _fv->NumTri); \</font> +00462 <font class="preprocessor"> }</font> +00463 <font class="preprocessor"></font><font class="preprocessor">#else</font> +<a name="l00464"></a><a class="code" href="patch__render_8cpp.html#a0">00464</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_PROFILE_LAND_ADD_FACE_VECTOR(_x, _fv)</font> +00465 <font class="preprocessor"></font><font class="preprocessor">#endif</font> +00466 <font class="preprocessor"></font> +00467 +00468 <font class="comment">// ***************************************************************************</font> +00469 <font class="keyword">static</font> <font class="keyword">inline</font> <font class="keywordtype">void</font> <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(CLandscapeFaceVector *fv) +00470 { +00471 <font class="comment">// If not NULL (ie not empty).</font> +00472 <font class="keywordflow">if</font>(fv) +00473 { +00474 <font class="comment">// TestYoyo: Bench.</font> +00475 <font class="comment">/*</font> +00476 <font class="comment"> extern uint TEMP_NRFV;</font> +00477 <font class="comment"> extern uint TEMP_NRFVTri;</font> +00478 <font class="comment"> extern float TEMP_NRFVMeanTri;</font> +00479 <font class="comment"> extern float TEMP_NRFVDeltaTri;</font> +00480 <font class="comment"> TEMP_NRFV++;</font> +00481 <font class="comment"> TEMP_NRFVTri+= fv->NumTri;</font> +00482 <font class="comment"> TEMP_NRFVDeltaTri+= sqr(fv->NumTri-TEMP_NRFVMeanTri);</font> +00483 <font class="comment"> */</font> +00484 +00485 <font class="comment">// here we have NumTri>0, because fv!=NULL.</font> +00486 +00487 <font class="comment">// making lot of render() is slower than copy a block, and render it.</font> +00488 <font class="comment">//CLandscapeGlobals::PatchCurrentDriver->renderSimpleTriangles(fv->TriPtr, fv->NumTri);</font> +00489 +00490 <font class="preprocessor">#ifdef NL_OS_WINDOWS</font> +00491 <font class="preprocessor"></font> __asm +00492 { +00493 mov ebx, fv +00494 mov edi, <a class="code" href="namespaceNL3D.html#a71">NL3D_LandscapeGlobals_PassTriCurPtr</a> +00495 +00496 mov edx, <a class="code" href="namespaceNL3D.html#a70">NL3D_LandscapeGlobals_PassNTri</a> +00497 xor eax, eax <font class="comment">// Avoid AGI stall.</font> +00498 +00499 mov ecx, [ebx]fv.NumTri +00500 mov esi, [ebx]fv.TriPtr +00501 +00502 mov eax, ecx <font class="comment">// eax= bkup NumTris</font> +00503 lea ecx, [ecx + ecx*2] <font class="comment">// ecx= nTriIndex= NumTris*3</font> +00504 +00505 <font class="comment">// copy tri indices</font> +00506 rep movsd +00507 +00508 add edx, eax <font class="comment">// edx= NL3D_LandscapeGlobals_PassNTri + fv->NumTri;</font> +00509 +00510 <font class="comment">// NL3D_LandscapeGlobals_PassTriCurPtr= edi= new ptr after copy</font> +00511 mov <a class="code" href="namespaceNL3D.html#a71">NL3D_LandscapeGlobals_PassTriCurPtr</a>, edi +00512 mov <a class="code" href="namespaceNL3D.html#a70">NL3D_LandscapeGlobals_PassNTri</a>, edx +00513 } +00514 <font class="preprocessor">#else</font> +00515 <font class="preprocessor"></font> uint nTriIndex= fv->NumTri*3; +00516 <font class="comment">// Fill and increment the array.</font> +00517 memcpy( <a class="code" href="namespaceNL3D.html#a71">NL3D_LandscapeGlobals_PassTriCurPtr</a>, fv->TriPtr, nTriIndex * <font class="keyword">sizeof</font>(uint32) ); +00518 <a class="code" href="namespaceNL3D.html#a71">NL3D_LandscapeGlobals_PassTriCurPtr</a>+= nTriIndex; +00519 <a class="code" href="namespaceNL3D.html#a70">NL3D_LandscapeGlobals_PassNTri</a>+= fv->NumTri; +00520 <font class="preprocessor">#endif</font> +00521 <font class="preprocessor"></font> } +00522 } +00523 +00524 +00525 <font class="comment">// ***************************************************************************</font> +<a name="l00526"></a><a class="code" href="classNL3D_1_1CPatch.html#z669_2">00526</a> <font class="keywordtype">void</font> CPatch::renderFar0() +00527 { +00528 <font class="comment">// Must be visible, and must be called only if the RdrPass is enabled.</font> +00529 <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> && <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass); +00530 +00531 <font class="comment">// Render tris of MasterBlock.</font> +00532 <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.Far0FaceVector); +00533 <font class="comment">// profile</font> +00534 <a class="code" href="patch__render_8cpp.html#a0">NL3D_PROFILE_LAND_ADD_FACE_VECTOR</a>(<a class="code" href="namespaceNL3D.html#a74">ProfNRdrFar0</a>, <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.Far0FaceVector); +00535 +00536 <font class="comment">// Render tris of TessBlocks.</font> +00537 uint nTessBlock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); +00538 CTessBlock *pTessBlock= nTessBlock>0? &<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[0]: NULL ; +00539 <font class="keywordflow">for</font>(; nTessBlock>0; pTessBlock++, nTessBlock--) +00540 { +00541 CTessBlock &tblock= *pTessBlock; +00542 <font class="comment">// if block visible, render</font> +00543 <font class="keywordflow">if</font>( tblock.visibleFar0() ) +00544 { +00545 <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(tblock.Far0FaceVector); +00546 <font class="comment">// profile</font> +00547 <a class="code" href="patch__render_8cpp.html#a0">NL3D_PROFILE_LAND_ADD_FACE_VECTOR</a>(<a class="code" href="namespaceNL3D.html#a74">ProfNRdrFar0</a>, tblock.Far0FaceVector); +00548 } +00549 } +00550 +00551 <font class="comment">// Check the pass is in the set</font> +00552 <font class="preprocessor">#ifdef NL_DEBUG</font> +00553 <font class="preprocessor"></font> <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass) +00554 { +00555 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->_FarRdrPassSet.find (<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass)!=<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->_FarRdrPassSet.end()); +00556 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->_FarRdrPassSet.find (<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass)==<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->_FarRdrPassSet.end()) +00557 { +00558 <font class="keywordtype">bool</font> bFound=<font class="keyword">false</font>; +00559 { +00560 <font class="keywordflow">for</font> (sint <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a><(sint)<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->_FarRdrPassSetVectorFree.size(); <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>++) +00561 { +00562 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->_FarRdrPassSetVectorFree[<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>].find (<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass)!=<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->_FarRdrPassSetVectorFree[<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>].end()) +00563 { +00564 bFound=<font class="keyword">true</font>; +00565 <font class="keywordflow">break</font>; +00566 } +00567 } +00568 } +00569 <a class="code" href="debug_8h.html#a6">nlassert</a> (bFound); +00570 } +00571 } +00572 <font class="preprocessor">#endif // NL_DEBUG</font> +00573 <font class="preprocessor"></font>} +00574 +00575 +00576 <font class="comment">// ***************************************************************************</font> +<a name="l00577"></a><a class="code" href="classNL3D_1_1CPatch.html#z669_3">00577</a> <font class="keywordtype">void</font> CPatch::renderFar1() +00578 { +00579 <font class="comment">// Must be visible, and must be called only if the RdrPass is enabled.</font> +00580 <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> && <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass); +00581 +00582 <font class="comment">// Render tris of MasterBlock.</font> +00583 <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.Far1FaceVector); +00584 <font class="comment">// profile.</font> +00585 <a class="code" href="patch__render_8cpp.html#a0">NL3D_PROFILE_LAND_ADD_FACE_VECTOR</a>(<a class="code" href="namespaceNL3D.html#a75">ProfNRdrFar1</a>, <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.Far1FaceVector); +00586 +00587 <font class="comment">// Render tris of TessBlocks.</font> +00588 uint nTessBlock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); +00589 CTessBlock *pTessBlock= nTessBlock>0? &<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[0]: NULL ; +00590 <font class="keywordflow">for</font>(; nTessBlock>0; pTessBlock++, nTessBlock--) +00591 { +00592 CTessBlock &tblock= *pTessBlock; +00593 <font class="comment">// if block visible, render</font> +00594 <font class="keywordflow">if</font>( tblock.visibleFar1() ) +00595 { +00596 <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(tblock.Far1FaceVector); +00597 <font class="comment">// profile.</font> +00598 <a class="code" href="patch__render_8cpp.html#a0">NL3D_PROFILE_LAND_ADD_FACE_VECTOR</a>(<a class="code" href="namespaceNL3D.html#a75">ProfNRdrFar1</a>, tblock.Far1FaceVector); +00599 } +00600 } +00601 +00602 <font class="comment">// Check the pass is in the set</font> +00603 <font class="preprocessor">#ifdef NL_DEBUG</font> +00604 <font class="preprocessor"></font> <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass) +00605 { +00606 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->_FarRdrPassSet.find (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass)!=<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->_FarRdrPassSet.end()); +00607 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->_FarRdrPassSet.find (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass)==<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->_FarRdrPassSet.end()) +00608 { +00609 <font class="keywordtype">bool</font> bFound=<font class="keyword">false</font>; +00610 { +00611 <font class="keywordflow">for</font> (sint <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a><(sint)<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->_FarRdrPassSetVectorFree.size(); <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>++) +00612 { +00613 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->_FarRdrPassSetVectorFree[<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>].find (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass)!=<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->_FarRdrPassSetVectorFree[<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>].end()) +00614 { +00615 bFound=<font class="keyword">true</font>; +00616 <font class="keywordflow">break</font>; +00617 } +00618 } +00619 } +00620 <a class="code" href="debug_8h.html#a6">nlassert</a> (bFound); +00621 } +00622 } +00623 <font class="preprocessor">#endif // NL_DEBUG</font> +00624 <font class="preprocessor"></font>} +00625 +00626 +00627 <font class="comment">// ***************************************************************************</font> +<a name="l00628"></a><a class="code" href="structNL3D_1_1CTileMaterial.html#a2">00628</a> <font class="keywordtype">void</font> CTileMaterial::renderTile(uint pass) +00629 { +00630 <font class="comment">// because precisely inserted in preRender(), and correctly tested, this tile is to be rendered,</font> +00631 <font class="comment">// If the pass is enabled.</font> +00632 <font class="keywordflow">if</font>(<a class="code" href="structNL3D_1_1CTileMaterial.html#m2">Pass</a>[pass].PatchRdrPass) +00633 { +00634 <font class="comment">// render tris of the good faceList.</font> +00635 <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(<a class="code" href="structNL3D_1_1CTileMaterial.html#m4">TileFaceVectors</a>[pass]); +00636 +00637 <font class="comment">// profile.</font> +00638 <a class="code" href="patch__render_8cpp.html#a0">NL3D_PROFILE_LAND_ADD_FACE_VECTOR</a>(<a class="code" href="namespaceNL3D.html#a76">ProfNRdrTile</a>[pass], <a class="code" href="structNL3D_1_1CTileMaterial.html#m4">TileFaceVectors</a>[pass]); +00639 } +00640 } +00641 +00642 <font class="comment">// ***************************************************************************</font> +<a name="l00643"></a><a class="code" href="structNL3D_1_1CTileMaterial.html#a3">00643</a> <font class="keywordtype">void</font> CTileMaterial::renderTilePassRGB0() +00644 { +00645 <font class="comment">// because precisely inserted in preRender(), and correctly tested, this tile is to be rendered,</font> +00646 <font class="comment">// this pass must be enabled!</font> +00647 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="structNL3D_1_1CTileMaterial.html#m2">Pass</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>].PatchRdrPass); +00648 <font class="comment">// render tris of the good faceList.</font> +00649 <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(<a class="code" href="structNL3D_1_1CTileMaterial.html#m4">TileFaceVectors</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>]); +00650 +00651 <font class="comment">// profile.</font> +00652 <a class="code" href="patch__render_8cpp.html#a0">NL3D_PROFILE_LAND_ADD_FACE_VECTOR</a>(<a class="code" href="namespaceNL3D.html#a76">ProfNRdrTile</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>], <a class="code" href="structNL3D_1_1CTileMaterial.html#m4">TileFaceVectors</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>]); +00653 } +00654 +00655 <font class="comment">// ***************************************************************************</font> +<a name="l00656"></a><a class="code" href="structNL3D_1_1CTileMaterial.html#a4">00656</a> <font class="keywordtype">void</font> CTileMaterial::renderTilePassLightmap() +00657 { +00658 <font class="comment">// because precisely inserted in preRender(), and correctly tested, this tile is to be rendered,</font> +00659 <font class="comment">// this pass must be enabled!</font> +00660 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="structNL3D_1_1CTileMaterial.html#m2">Pass</a>[<a class="code" href="landscape__def_8h.html#a6">NL3D_TILE_PASS_LIGHTMAP</a>].PatchRdrPass); +00661 <font class="comment">// render tris of the good faceList, ie the one of PassRGB0, because vertices are reused.</font> +00662 <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(<a class="code" href="structNL3D_1_1CTileMaterial.html#m4">TileFaceVectors</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>]); +00663 +00664 <font class="comment">// profile.</font> +00665 <a class="code" href="patch__render_8cpp.html#a0">NL3D_PROFILE_LAND_ADD_FACE_VECTOR</a>(<a class="code" href="namespaceNL3D.html#a76">ProfNRdrTile</a>[<a class="code" href="landscape__def_8h.html#a6">NL3D_TILE_PASS_LIGHTMAP</a>], <a class="code" href="structNL3D_1_1CTileMaterial.html#m4">TileFaceVectors</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>]); +00666 } +00667 +00668 +00669 <font class="comment">// ***************************************************************************</font> +00670 <font class="comment">// ***************************************************************************</font> +00671 <font class="comment">// FaceVector Allocation</font> +00672 <font class="comment">// ***************************************************************************</font> +00673 <font class="comment">// ***************************************************************************</font> +00674 +00675 +00676 <font class="comment">// ***************************************************************************</font> +<a name="l00677"></a><a class="code" href="classNL3D_1_1CPatch.html#c21">00677</a> <font class="keywordtype">void</font> CPatch::createFaceVectorFar1() +00678 { +00679 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>>0) +00680 { +00681 <font class="comment">// Create the face for all TessBlocks.</font> +00682 <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.createFaceVectorFar1(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_FaceVectorManager); +00683 <font class="keywordflow">for</font>(uint i=0; i<<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++) +00684 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i].createFaceVectorFar1(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_FaceVectorManager); +00685 } +00686 } +00687 <font class="comment">// ***************************************************************************</font> +<a name="l00688"></a><a class="code" href="classNL3D_1_1CPatch.html#c22">00688</a> <font class="keywordtype">void</font> CPatch::deleteFaceVectorFar1() +00689 { +00690 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>>0) +00691 { +00692 <font class="comment">// delete the face for all TessBlocks.</font> +00693 <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.deleteFaceVectorFar1(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_FaceVectorManager); +00694 <font class="keywordflow">for</font>(uint i=0; i<<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++) +00695 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i].deleteFaceVectorFar1(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_FaceVectorManager); +00696 } +00697 } +00698 <font class="comment">// ***************************************************************************</font> +<a name="l00699"></a><a class="code" href="classNL3D_1_1CPatch.html#c23">00699</a> <font class="keywordtype">void</font> CPatch::createFaceVectorFar0OrTile() +00700 { +00701 <font class="comment">// If Far Mode.</font> +00702 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>>0) +00703 { +00704 <font class="comment">// Create the face for all TessBlocks.</font> +00705 <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.createFaceVectorFar0(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_FaceVectorManager); +00706 <font class="keywordflow">for</font>(uint i=0; i<<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++) +00707 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i].createFaceVectorFar0(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_FaceVectorManager); +00708 } +00709 <font class="comment">// Or If Tile Mode.</font> +00710 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0) +00711 { +00712 <font class="comment">// Create the face for all TessBlocks.</font> +00713 <font class="comment">// No tiles in MasterBlock!</font> +00714 <font class="keywordflow">for</font>(uint i=0; i<<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++) +00715 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i].createFaceVectorTile(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_FaceVectorManager); +00716 } +00717 } +00718 <font class="comment">// ***************************************************************************</font> +<a name="l00719"></a><a class="code" href="classNL3D_1_1CPatch.html#c24">00719</a> <font class="keywordtype">void</font> CPatch::deleteFaceVectorFar0OrTile() +00720 { +00721 <font class="comment">// If Far Mode.</font> +00722 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>>0) +00723 { +00724 <font class="comment">// delete the face for all TessBlocks.</font> +00725 <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.deleteFaceVectorFar0(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_FaceVectorManager); +00726 <font class="keywordflow">for</font>(uint i=0; i<<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++) +00727 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i].deleteFaceVectorFar0(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_FaceVectorManager); +00728 } +00729 <font class="comment">// Or If Tile Mode.</font> +00730 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0) +00731 { +00732 <font class="comment">// delete the face for all TessBlocks.</font> +00733 <font class="comment">// No tiles in MasterBlock!</font> +00734 <font class="keywordflow">for</font>(uint i=0; i<<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++) +00735 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i].deleteFaceVectorTile(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_FaceVectorManager); +00736 } +00737 } +00738 +00739 +00740 <font class="comment">// ***************************************************************************</font> +<a name="l00741"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_13">00741</a> <font class="keywordtype">void</font> CPatch::recreateTessBlockFaceVector(CTessBlock &block) +00742 { +00743 <font class="comment">// Do it Only if patch is visible.</font> +00744 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>) +00745 { +00746 <font class="comment">// Far0.</font> +00747 <font class="comment">// If Far Mode.</font> +00748 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>>0) +00749 { +00750 <font class="comment">// Create the face for this TessBlock only.</font> +00751 block.createFaceVectorFar0(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_FaceVectorManager); +00752 } +00753 <font class="comment">// Or If Tile Mode.</font> +00754 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0) +00755 { +00756 <font class="comment">// No tiles in MasterBlock! So no need to call createFaceVectorTile(), if this block is the MasterBlock.</font> +00757 <font class="keywordflow">if</font>(&block != &<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>) +00758 block.createFaceVectorTile(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_FaceVectorManager); +00759 } +00760 +00761 <font class="comment">// Far1.</font> +00762 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>>0) +00763 { +00764 <font class="comment">// Create the face for this TessBlock only.</font> +00765 block.createFaceVectorFar1(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_FaceVectorManager); +00766 } +00767 } +00768 +00769 } +00770 +00771 +00772 <font class="comment">// ***************************************************************************</font> +00773 <font class="comment">// ***************************************************************************</font> +00774 <font class="comment">// VB Allocation</font> +00775 <font class="comment">// ***************************************************************************</font> +00776 <font class="comment">// ***************************************************************************</font> +00777 +00778 +00779 <font class="comment">// ***************************************************************************</font> +<a name="l00780"></a><a class="code" href="classNL3D_1_1CPatch.html#c15">00780</a> <font class="keywordtype">void</font> CPatch::updateFar0VBAlloc(CTessList<CTessFarVertex> &vertList, <font class="keywordtype">bool</font> alloc) +00781 { +00782 <font class="comment">// Traverse the vertList.</font> +00783 CTessFarVertex *pVert; +00784 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next) +00785 { +00786 <font class="keywordflow">if</font>(alloc) +00787 pVert->Index0= CLandscapeGlobals::CurrentFar0VBAllocator->allocateVertex(); +00788 <font class="keywordflow">else</font> +00789 CLandscapeGlobals::CurrentFar0VBAllocator->deleteVertex(pVert->Index0); +00790 } +00791 } +00792 +00793 +00794 <font class="comment">// ***************************************************************************</font> +<a name="l00795"></a><a class="code" href="classNL3D_1_1CPatch.html#c16">00795</a> <font class="keywordtype">void</font> CPatch::updateFar1VBAlloc(CTessList<CTessFarVertex> &vertList, <font class="keywordtype">bool</font> alloc) +00796 { +00797 <font class="comment">// Traverse the vertList.</font> +00798 CTessFarVertex *pVert; +00799 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next) +00800 { +00801 <font class="keywordflow">if</font>(alloc) +00802 pVert->Index1= CLandscapeGlobals::CurrentFar1VBAllocator->allocateVertex(); +00803 <font class="keywordflow">else</font> +00804 CLandscapeGlobals::CurrentFar1VBAllocator->deleteVertex(pVert->Index1); +00805 } +00806 } +00807 +00808 +00809 <font class="comment">// ***************************************************************************</font> +<a name="l00810"></a><a class="code" href="classNL3D_1_1CPatch.html#c17">00810</a> <font class="keywordtype">void</font> CPatch::updateTileVBAlloc(CTessList<CTessNearVertex> &vertList, <font class="keywordtype">bool</font> alloc) +00811 { +00812 <font class="comment">// Traverse the vertList.</font> +00813 CTessNearVertex *pVert; +00814 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessNearVertex*)pVert->Next) +00815 { +00816 <font class="keywordflow">if</font>(alloc) +00817 pVert->Index= CLandscapeGlobals::CurrentTileVBAllocator->allocateVertex(); +00818 <font class="keywordflow">else</font> +00819 CLandscapeGlobals::CurrentTileVBAllocator->deleteVertex(pVert->Index); +00820 } +00821 } +00822 +00823 +00824 <font class="comment">// ***************************************************************************</font> +<a name="l00825"></a><a class="code" href="classNL3D_1_1CPatch.html#c18">00825</a> <font class="keywordtype">void</font> CPatch::updateVBAlloc(<font class="keywordtype">bool</font> alloc) +00826 { +00827 <font class="comment">// update Far0.</font> +00828 <font class="comment">//=======</font> +00829 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>>0) +00830 { +00831 <font class="comment">// alloc Far0 VB.</font> +00832 <a class="code" href="classNL3D_1_1CPatch.html#c15">updateFar0VBAlloc</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList, alloc); +00833 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++) +00834 { +00835 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i]; +00836 <font class="comment">// need update VB only if tessBlock is visible.</font> +00837 <font class="keywordflow">if</font>( tblock.visibleFar0() ) +00838 <a class="code" href="classNL3D_1_1CPatch.html#c15">updateFar0VBAlloc</a>(tblock.FarVertexList, alloc); +00839 } +00840 } +00841 <font class="keywordflow">else</font> <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0) +00842 { +00843 <font class="comment">// alloc Tile VB.</font> +00844 <font class="comment">// No Tiles in MasterBlock!!</font> +00845 <font class="comment">// Traverse the TessBlocks to add vertices.</font> +00846 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++) +00847 { +00848 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i]; +00849 <font class="comment">// Add the vertices.</font> +00850 <font class="comment">// need update VB only if tessBlock is visible.</font> +00851 <font class="keywordflow">if</font>( tblock.visibleTile() ) +00852 <a class="code" href="classNL3D_1_1CPatch.html#c17">updateTileVBAlloc</a>(tblock.NearVertexList, alloc); +00853 } +00854 } +00855 +00856 <font class="comment">// update Far1.</font> +00857 <font class="comment">//=======</font> +00858 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>>0) +00859 { +00860 <font class="comment">// alloc VB.</font> +00861 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList, alloc); +00862 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++) +00863 { +00864 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i]; +00865 <font class="comment">// need update VB only if tessBlock is visible.</font> +00866 <font class="keywordflow">if</font>( tblock.visibleFar1() ) +00867 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(tblock.FarVertexList, alloc); +00868 } +00869 } +00870 } +00871 +00872 <font class="comment">// ***************************************************************************</font> +<a name="l00873"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_0">00873</a> <font class="keywordtype">void</font> CPatch::deleteVBAndFaceVector() +00874 { +00875 <a class="code" href="classNL3D_1_1CPatch.html#c18">updateVBAlloc</a>(<font class="keyword">false</font>); +00876 <a class="code" href="classNL3D_1_1CPatch.html#c22">deleteFaceVectorFar1</a>(); +00877 <a class="code" href="classNL3D_1_1CPatch.html#c24">deleteFaceVectorFar0OrTile</a>(); +00878 } +00879 +00880 <font class="comment">// ***************************************************************************</font> +<a name="l00881"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_1">00881</a> <font class="keywordtype">void</font> CPatch::allocateVBAndFaceVector() +00882 { +00883 <a class="code" href="classNL3D_1_1CPatch.html#c18">updateVBAlloc</a>(<font class="keyword">true</font>); +00884 <a class="code" href="classNL3D_1_1CPatch.html#c21">createFaceVectorFar1</a>(); +00885 <a class="code" href="classNL3D_1_1CPatch.html#c23">createFaceVectorFar0OrTile</a>(); +00886 } +00887 +00888 +00889 <font class="comment">// ***************************************************************************</font> +<a name="l00890"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_4">00890</a> <font class="keywordtype">void</font> CPatch::deleteVBAndFaceVectorFar1Only() +00891 { +00892 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>>0) +00893 { +00894 <font class="comment">// alloc VB.</font> +00895 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList, <font class="keyword">false</font>); +00896 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++) +00897 { +00898 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i]; +00899 <font class="comment">// need update VB only if tessBlock is visible.</font> +00900 <font class="keywordflow">if</font>( tblock.visibleFar1() ) +00901 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(tblock.FarVertexList, <font class="keyword">false</font>); +00902 } +00903 } +00904 +00905 <a class="code" href="classNL3D_1_1CPatch.html#c22">deleteFaceVectorFar1</a>(); +00906 } +00907 +00908 <font class="comment">// ***************************************************************************</font> +<a name="l00909"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_5">00909</a> <font class="keywordtype">void</font> CPatch::allocateVBAndFaceVectorFar1Only() +00910 { +00911 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>>0) +00912 { +00913 <font class="comment">// alloc VB.</font> +00914 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList, <font class="keyword">true</font>); +00915 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++) +00916 { +00917 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i]; +00918 <font class="comment">// need update VB only if tessBlock is visible.</font> +00919 <font class="keywordflow">if</font>( tblock.visibleFar1() ) +00920 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(tblock.FarVertexList, <font class="keyword">true</font>); +00921 } +00922 } +00923 +00924 <a class="code" href="classNL3D_1_1CPatch.html#c21">createFaceVectorFar1</a>(); +00925 } +00926 +00927 +00928 <font class="comment">// ***************************************************************************</font> +<a name="l00929"></a><a class="code" href="classNL3D_1_1CPatch.html#c19">00929</a> <font class="keywordtype">void</font> CPatch::debugAllocationMarkIndicesFarList(CTessList<CTessFarVertex> &vertList, uint marker) +00930 { +00931 <font class="comment">// Traverse the vertList.</font> +00932 CTessFarVertex *pVert; +00933 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next) +00934 { +00935 pVert->Index0= marker; +00936 pVert->Index1= marker; +00937 } +00938 } +00939 +<a name="l00940"></a><a class="code" href="classNL3D_1_1CPatch.html#c20">00940</a> <font class="keywordtype">void</font> CPatch::debugAllocationMarkIndicesNearList(CTessList<CTessNearVertex> &vertList, uint marker) +00941 { +00942 <font class="comment">// Traverse the vertList.</font> +00943 CTessNearVertex *pVert; +00944 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessNearVertex*)pVert->Next) +00945 { +00946 pVert->Index= marker; +00947 } +00948 } +00949 +<a name="l00950"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_12">00950</a> <font class="keywordtype">void</font> CPatch::debugAllocationMarkIndices(uint marker) +00951 { +00952 sint i; +00953 +00954 <font class="comment">// Do it For Far.</font> +00955 <a class="code" href="classNL3D_1_1CPatch.html#c19">debugAllocationMarkIndicesFarList</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList, marker); +00956 <font class="keywordflow">for</font>(i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++) +00957 { +00958 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i]; +00959 <a class="code" href="classNL3D_1_1CPatch.html#c19">debugAllocationMarkIndicesFarList</a>(tblock.FarVertexList, marker); +00960 } +00961 <font class="comment">// Do it For Near.</font> +00962 <font class="comment">// No Tiles in MasterBlock!!</font> +00963 <font class="keywordflow">for</font>(i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++) +00964 { +00965 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i]; +00966 <a class="code" href="classNL3D_1_1CPatch.html#c20">debugAllocationMarkIndicesNearList</a>(tblock.NearVertexList, marker); +00967 } +00968 +00969 } +00970 +00971 +00972 +00973 <font class="comment">// ***************************************************************************</font> +00974 <font class="comment">// ***************************************************************************</font> +00975 <font class="comment">// VB Filling.</font> +00976 <font class="comment">// ***************************************************************************</font> +00977 <font class="comment">// ***************************************************************************</font> +00978 +00979 +00980 <font class="comment">// ***************************************************************************</font> +00981 <font class="comment">// NB: need to be inlined only for fillFar0VB() in this file.</font> +<a name="l00982"></a><a class="code" href="classNL3D_1_1CPatch.html#c9">00982</a> <font class="keyword">inline</font> <font class="keywordtype">void</font> CPatch::fillFar0VertexVB(CTessFarVertex *pVert) +00983 { +00984 <font class="comment">// The Buffers must have been locked</font> +00985 <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar0VBAllocator); +00986 <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar0VBAllocator->bufferLocked()); +00987 <font class="comment">// VBInfo must be OK.</font> +00988 <a class="code" href="debug_8h.html#a6">nlassert</a>(!CLandscapeGlobals::CurrentFar0VBAllocator->reallocationOccurs()); +00989 +00990 <font class="keyword">static</font> uint8 *CurVBPtr; +00991 <font class="comment">// Compute/build the new vertex.</font> +00992 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar0VBInfo.VertexCoordPointer; +00993 CurVBPtr+= pVert->Index0 * CLandscapeGlobals::CurrentFar0VBInfo.VertexSize; +00994 +00995 <font class="comment">// NB: the filling order of data is important, for AGP write combiners.</font> +00996 +00997 <font class="comment">// compute Uvs.</font> +00998 <font class="keyword">static</font> CUV uv; +00999 CParamCoord pc= pVert->PCoord; +01000 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>&<a class="code" href="patch_8h.html#a2">NL_PATCH_FAR0_ROTATED</a>) +01001 { +01002 uv.U= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#o16">Far0UScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o18">Far0UBias</a>; +01003 uv.V= (1.f-pc.getS())* <a class="code" href="classNL3D_1_1CPatch.html#o17">Far0VScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o19">Far0VBias</a>; +01004 } +01005 <font class="keywordflow">else</font> +01006 { +01007 uv.U= pc.getS()* <a class="code" href="classNL3D_1_1CPatch.html#o16">Far0UScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o18">Far0UBias</a>; +01008 uv.V= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#o17">Far0VScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o19">Far0VBias</a>; +01009 } +01010 +01011 <font class="comment">// compute Dynamic lightmap Uv.</font> +01012 <font class="keyword">static</font> CUV uvDLM; +01013 <font class="keywordflow">if</font>(_DLMContext) <font class="comment">// (NB: Suppose BTB kill this test).</font> +01014 { +01015 <font class="comment">// compute UV with DLM context info.</font> +01016 uvDLM.U= pc.getS()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMUScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMUBias; +01017 uvDLM.V= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMVScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMVBias; +01018 } +01019 <font class="keywordflow">else</font> +01020 { +01021 <font class="comment">// just set UV so the vertex point to a black pixel (see CTextureDLM).</font> +01022 uvDLM.U= 1; +01023 uvDLM.V= 1; +01024 } +01025 +01026 <font class="comment">// If not VertexProgram (NB: Suppose BTB kill this test).</font> +01027 <font class="keywordflow">if</font>( !CLandscapeGlobals::VertexProgramEnabled ) +01028 { +01029 <font class="comment">// Set Pos. Set it local to the current center of landscape</font> +01030 *(CVector*)CurVBPtr= pVert->Src->Pos - CLandscapeGlobals::PZBModelPosition; +01031 <font class="comment">// Set Uvs.</font> +01032 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff0)= uv; +01033 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff1)= uvDLM; +01034 } +01035 <font class="keywordflow">else</font> +01036 { +01037 <font class="comment">// Else must setup Vertex program inputs</font> +01038 <font class="comment">// v[0]== StartPos.</font> +01039 *(CVector*)CurVBPtr= pVert->Src->StartPos; +01040 <font class="comment">// v[8]== Tex0</font> +01041 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff0)= uv; +01042 <font class="comment">// v[9]== Tex1</font> +01043 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff1)= uvDLM; +01044 +01045 <font class="comment">// v[10]== GeomInfo.</font> +01046 <font class="keyword">static</font> CUV geomInfo; +01047 geomInfo.U= pVert->Src->MaxFaceSize * CLandscapeGlobals::OORefineThreshold; +01048 geomInfo.V= pVert->Src->MaxNearLimit; +01049 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.GeomInfoOff)= geomInfo; +01050 +01051 <font class="comment">// v[11]== EndPos - StartPos</font> +01052 *(CVector*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.DeltaPosOff)= +01053 pVert->Src->EndPos - pVert->Src->StartPos; +01054 } +01055 } +01056 <font class="comment">// ***************************************************************************</font> +01057 <font class="comment">// NB: need to be inlined only for fillFar1VB() in this file.</font> +<a name="l01058"></a><a class="code" href="classNL3D_1_1CPatch.html#c10">01058</a> <font class="keyword">inline</font> <font class="keywordtype">void</font> CPatch::fillFar1VertexVB(CTessFarVertex *pVert) +01059 { +01060 <font class="comment">// The Buffers must have been locked</font> +01061 <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar1VBAllocator); +01062 <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar1VBAllocator->bufferLocked()); +01063 <font class="comment">// VBInfo must be OK.</font> +01064 <a class="code" href="debug_8h.html#a6">nlassert</a>(!CLandscapeGlobals::CurrentFar1VBAllocator->reallocationOccurs()); +01065 +01066 <font class="keyword">static</font> uint8 *CurVBPtr; +01067 <font class="comment">// Compute/build the new vertex.</font> +01068 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar1VBInfo.VertexCoordPointer; +01069 CurVBPtr+= pVert->Index1 * CLandscapeGlobals::CurrentFar1VBInfo.VertexSize; +01070 +01071 <font class="comment">// NB: the filling order of data is important, for AGP write combiners.</font> +01072 +01073 <font class="comment">// compute Uvs.</font> +01074 <font class="keyword">static</font> CUV uv; +01075 CParamCoord pc= pVert->PCoord; +01076 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>&<a class="code" href="patch_8h.html#a3">NL_PATCH_FAR1_ROTATED</a>) +01077 { +01078 uv.U= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#o20">Far1UScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o22">Far1UBias</a>; +01079 uv.V= (1.f-pc.getS())* <a class="code" href="classNL3D_1_1CPatch.html#o21">Far1VScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o23">Far1VBias</a>; +01080 } +01081 <font class="keywordflow">else</font> +01082 { +01083 uv.U= pc.getS()* <a class="code" href="classNL3D_1_1CPatch.html#o20">Far1UScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o22">Far1UBias</a>; +01084 uv.V= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#o21">Far1VScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o23">Far1VBias</a>; +01085 } +01086 +01087 <font class="comment">// compute Dynamic lightmap Uv.</font> +01088 <font class="keyword">static</font> CUV uvDLM; +01089 <font class="keywordflow">if</font>(_DLMContext) <font class="comment">// (NB: Suppose BTB kill this test).</font> +01090 { +01091 <font class="comment">// compute UV with DLM context info.</font> +01092 uvDLM.U= pc.getS()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMUScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMUBias; +01093 uvDLM.V= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMVScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMVBias; +01094 } +01095 <font class="keywordflow">else</font> +01096 { +01097 <font class="comment">// just set UV so the vertex point to a black pixel (see CTextureDLM).</font> +01098 uvDLM.U= 1; +01099 uvDLM.V= 1; +01100 } +01101 +01102 <font class="comment">// If not VertexProgram (NB: Suppose BTB kill this test).</font> +01103 <font class="keywordflow">if</font>( !CLandscapeGlobals::VertexProgramEnabled ) +01104 { +01105 <font class="comment">// Set Pos. Set it local to the current center of landscape</font> +01106 *(CVector*)CurVBPtr= pVert->Src->Pos - CLandscapeGlobals::PZBModelPosition; +01107 <font class="comment">// Set Uvs.</font> +01108 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff0)= uv; +01109 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff1)= uvDLM; +01110 <font class="comment">// Set default color.</font> +01111 <font class="keyword">static</font> CRGBA col(255,255,255,255); +01112 *(CRGBA*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.ColorOff)= col; +01113 } +01114 <font class="keywordflow">else</font> +01115 { +01116 <font class="comment">// Else must setup Vertex program inputs</font> +01117 <font class="comment">// v[0]== StartPos.</font> +01118 *(CVector*)CurVBPtr= pVert->Src->StartPos; +01119 <font class="comment">// v[8]== Tex0</font> +01120 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff0)= uv; +01121 <font class="comment">// v[9]== Tex1</font> +01122 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff1)= uvDLM; +01123 +01124 <font class="comment">// v[10]== GeomInfo.</font> +01125 <font class="keyword">static</font> CUV geomInfo; +01126 geomInfo.U= pVert->Src->MaxFaceSize * CLandscapeGlobals::OORefineThreshold; +01127 geomInfo.V= pVert->Src->MaxNearLimit; +01128 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.GeomInfoOff)= geomInfo; +01129 +01130 <font class="comment">// v[11]== EndPos - StartPos</font> +01131 *(CVector*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.DeltaPosOff)= +01132 pVert->Src->EndPos - pVert->Src->StartPos; +01133 +01134 <font class="comment">// v[12]== Alpha information</font> +01135 <font class="comment">// Hopefully, fillVBFar1Only() is called each Time the Far1 change, in preRender().</font> +01136 <font class="comment">// So TransitionSqrMin and OOTransitionSqrDelta in CPath are valid.</font> +01137 geomInfo.U= <a class="code" href="classNL3D_1_1CPatch.html#o30">TransitionSqrMin</a>; +01138 geomInfo.V= <a class="code" href="classNL3D_1_1CPatch.html#o31">OOTransitionSqrDelta</a>; +01139 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.AlphaInfoOff)= geomInfo; +01140 +01141 } +01142 } +01143 <font class="comment">// ***************************************************************************</font> +01144 <font class="comment">// NB: need to be inlined only for fillTileVB() in this file.</font> +<a name="l01145"></a><a class="code" href="classNL3D_1_1CPatch.html#c11">01145</a> <font class="keyword">inline</font> <font class="keywordtype">void</font> CPatch::fillTileVertexVB(CTessNearVertex *pVert) +01146 { +01147 <font class="comment">// The Buffers must have been locked</font> +01148 <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentTileVBAllocator); +01149 <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentTileVBAllocator->bufferLocked()); +01150 <font class="comment">// VBInfo must be OK.</font> +01151 <a class="code" href="debug_8h.html#a6">nlassert</a>(!CLandscapeGlobals::CurrentTileVBAllocator->reallocationOccurs()); +01152 +01153 <font class="keyword">static</font> uint8 *CurVBPtr; +01154 <font class="comment">// Compute/build the new vertex.</font> +01155 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentTileVBInfo.VertexCoordPointer; +01156 CurVBPtr+= pVert->Index * CLandscapeGlobals::CurrentTileVBInfo.VertexSize; +01157 +01158 +01159 <font class="comment">// NB: the filling order of data is important, for AGP write combiners.</font> +01160 +01161 <font class="comment">// If not VertexProgram (NB: Suppose BTB kill this test).</font> +01162 <font class="keywordflow">if</font>( !CLandscapeGlobals::VertexProgramEnabled ) +01163 { +01164 <font class="comment">// Set Pos. Set it local to the current center of landscape</font> +01165 *(CVector*)CurVBPtr= pVert->Src->Pos - CLandscapeGlobals::PZBModelPosition; +01166 <font class="comment">// Set Uvs.</font> +01167 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff0)= pVert->PUv0; +01168 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff1)= pVert->PUv1; +01169 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff2)= pVert->PUv2; +01170 } +01171 <font class="keywordflow">else</font> +01172 { +01173 <font class="comment">// Else must setup Vertex program inputs</font> +01174 <font class="comment">// v[0]== StartPos.</font> +01175 *(CVector*)CurVBPtr= pVert->Src->StartPos; +01176 <font class="comment">// v[8]== Tex0</font> +01177 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff0)= pVert->PUv0; +01178 <font class="comment">// v[9]== Tex1</font> +01179 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff1)= pVert->PUv1; +01180 <font class="comment">// v[13]== Tex2</font> +01181 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff2)= pVert->PUv2; +01182 +01183 <font class="comment">// v[10]== GeomInfo.</font> +01184 <font class="keyword">static</font> CUV geomInfo; +01185 geomInfo.U= pVert->Src->MaxFaceSize * CLandscapeGlobals::OORefineThreshold; +01186 geomInfo.V= pVert->Src->MaxNearLimit; +01187 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.GeomInfoOff)= geomInfo; +01188 +01189 <font class="comment">// v[11]== EndPos - StartPos</font> +01190 *(CVector*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.DeltaPosOff)= +01191 pVert->Src->EndPos - pVert->Src->StartPos; +01192 } +01193 } +01194 +01195 +01196 <font class="comment">// ***************************************************************************</font> +<a name="l01197"></a><a class="code" href="classNL3D_1_1CPatch.html#c12">01197</a> <font class="keywordtype">void</font> CPatch::fillFar0VertexListVB(CTessList<CTessFarVertex> &vertList) +01198 { +01199 <font class="comment">// Traverse the vertList.</font> +01200 CTessFarVertex *pVert; +01201 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next) +01202 { +01203 <a class="code" href="classNL3D_1_1CPatch.html#c9">fillFar0VertexVB</a>(pVert); +01204 } +01205 } +01206 +01207 +01208 <font class="comment">// ***************************************************************************</font> +<a name="l01209"></a><a class="code" href="classNL3D_1_1CPatch.html#c13">01209</a> <font class="keywordtype">void</font> CPatch::fillFar1VertexListVB(CTessList<CTessFarVertex> &vertList) +01210 { +01211 <font class="comment">// Traverse the vertList.</font> +01212 CTessFarVertex *pVert; +01213 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next) +01214 { +01215 <a class="code" href="classNL3D_1_1CPatch.html#c10">fillFar1VertexVB</a>(pVert); +01216 } +01217 } +01218 +01219 +01220 <font class="comment">// ***************************************************************************</font> +<a name="l01221"></a><a class="code" href="classNL3D_1_1CPatch.html#c14">01221</a> <font class="keywordtype">void</font> CPatch::fillTileVertexListVB(CTessList<CTessNearVertex> &vertList) +01222 { +01223 <font class="comment">// Traverse the vertList.</font> +01224 CTessNearVertex *pVert; +01225 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessNearVertex*)pVert->Next) +01226 { +01227 <a class="code" href="classNL3D_1_1CPatch.html#c11">fillTileVertexVB</a>(pVert); +01228 } +01229 } +01230 +01231 +01232 +01233 <font class="comment">// ***************************************************************************</font> +<a name="l01234"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_2">01234</a> <font class="keywordtype">void</font> CPatch::fillVB() +01235 { +01236 <font class="comment">// Fill Far0.</font> +01237 <font class="comment">//=======</font> +01238 <font class="comment">// fill only if no reallcoation occurs</font> +01239 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>>0 && !CLandscapeGlobals::CurrentFar0VBAllocator->reallocationOccurs() ) +01240 { +01241 <font class="comment">// Fill Far0 VB.</font> +01242 <a class="code" href="classNL3D_1_1CPatch.html#c12">fillFar0VertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList); +01243 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++) +01244 { +01245 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i]; +01246 <font class="comment">// fill only if tblock visible.</font> +01247 <font class="keywordflow">if</font>( tblock.visibleFar0() ) +01248 <a class="code" href="classNL3D_1_1CPatch.html#c12">fillFar0VertexListVB</a>(tblock.FarVertexList); +01249 } +01250 } +01251 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0 && !CLandscapeGlobals::CurrentTileVBAllocator->reallocationOccurs() ) +01252 { +01253 <font class="comment">// Fill Tile VB.</font> +01254 <font class="comment">// No Tiles in MasterBlock!!</font> +01255 <font class="comment">// Traverse the TessBlocks to add vertices.</font> +01256 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++) +01257 { +01258 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i]; +01259 <font class="comment">// fill only if tblock visible.</font> +01260 <font class="keywordflow">if</font>( tblock.visibleTile() ) +01261 <a class="code" href="classNL3D_1_1CPatch.html#c14">fillTileVertexListVB</a>(tblock.NearVertexList); +01262 } +01263 } +01264 +01265 <font class="comment">// Fill Far1.</font> +01266 <font class="comment">//=======</font> +01267 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>>0 && !CLandscapeGlobals::CurrentFar1VBAllocator->reallocationOccurs() ) +01268 { +01269 <font class="comment">// Fill VB.</font> +01270 <a class="code" href="classNL3D_1_1CPatch.html#c13">fillFar1VertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList); +01271 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++) +01272 { +01273 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i]; +01274 <font class="comment">// fill only if tblock visible.</font> +01275 <font class="keywordflow">if</font>( tblock.visibleFar1() ) +01276 <a class="code" href="classNL3D_1_1CPatch.html#c13">fillFar1VertexListVB</a>(tblock.FarVertexList); +01277 } +01278 } +01279 +01280 } +01281 +01282 +01283 <font class="comment">// ***************************************************************************</font> +<a name="l01284"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_3">01284</a> <font class="keywordtype">void</font> CPatch::fillVBIfVisible() +01285 { +01286 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>==<font class="keyword">false</font>) +01287 <a class="code" href="classNL3D_1_1CPatch.html#z673_2">fillVB</a>(); +01288 } +01289 +01290 +01291 <font class="comment">// ***************************************************************************</font> +<a name="l01292"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_6">01292</a> <font class="keywordtype">void</font> CPatch::fillVBFar0Only() +01293 { +01294 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>>0 && !CLandscapeGlobals::CurrentFar0VBAllocator->reallocationOccurs() ) +01295 { +01296 <font class="comment">// Fill Far0 VB.</font> +01297 <a class="code" href="classNL3D_1_1CPatch.html#c12">fillFar0VertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList); +01298 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++) +01299 { +01300 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i]; +01301 <font class="comment">// fill only if tblock visible.</font> +01302 <font class="keywordflow">if</font>( tblock.visibleFar0() ) +01303 <a class="code" href="classNL3D_1_1CPatch.html#c12">fillFar0VertexListVB</a>(tblock.FarVertexList); +01304 } +01305 } +01306 } +01307 +01308 +01309 <font class="comment">// ***************************************************************************</font> +<a name="l01310"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_7">01310</a> <font class="keywordtype">void</font> CPatch::fillVBFar1Only() +01311 { +01312 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>>0 && !CLandscapeGlobals::CurrentFar1VBAllocator->reallocationOccurs() ) +01313 { +01314 <font class="comment">// Fill VB.</font> +01315 <a class="code" href="classNL3D_1_1CPatch.html#c13">fillFar1VertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList); +01316 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++) +01317 { +01318 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i]; +01319 <font class="comment">// fill only if tblock visible.</font> +01320 <font class="keywordflow">if</font>( tblock.visibleFar1() ) +01321 <a class="code" href="classNL3D_1_1CPatch.html#c13">fillFar1VertexListVB</a>(tblock.FarVertexList); +01322 } +01323 } +01324 } +01325 +01326 <font class="comment">// ***************************************************************************</font> +01327 <font class="comment">// ***************************************************************************</font> +01328 <font class="comment">// VB Software Geomorph / Alpha.</font> +01329 <font class="comment">// ***************************************************************************</font> +01330 <font class="comment">// ***************************************************************************</font> +01331 +01332 +01333 <font class="comment">// ***************************************************************************</font> +<a name="l01334"></a><a class="code" href="classNL3D_1_1CPatch.html#c31">01334</a> <font class="keywordtype">void</font> CPatch::computeGeomorphVertexList(CTessList<CTessFarVertex> &vertList) +01335 { +01336 <font class="comment">// Traverse the vertList.</font> +01337 CTessFarVertex *pVert; +01338 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next) +01339 { +01340 <font class="comment">// compute geomorph.</font> +01341 pVert->Src->computeGeomPos(); +01342 } +01343 } +01344 +01345 +01346 <font class="comment">// ***************************************************************************</font> +<a name="l01347"></a><a class="code" href="classNL3D_1_1CPatch.html#c32">01347</a> <font class="keywordtype">void</font> CPatch::computeGeomorphFar0VertexListVB(CTessList<CTessFarVertex> &vertList) +01348 { +01349 <font class="comment">// Traverse the vertList.</font> +01350 CTessFarVertex *pVert; +01351 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next) +01352 { +01353 <font class="keyword">static</font> uint8 *CurVBPtr; +01354 <font class="comment">// Compute/build the new vertex.</font> +01355 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar0VBInfo.VertexCoordPointer; +01356 CurVBPtr+= pVert->Index0 * CLandscapeGlobals::CurrentFar0VBInfo.VertexSize; +01357 +01358 <font class="comment">// Set Geomorphed Position. Set it local to the current center of landscape</font> +01359 *(CVector*)CurVBPtr= pVert->Src->Pos - CLandscapeGlobals::PZBModelPosition; +01360 } +01361 } +01362 +01363 +01364 <font class="comment">// ***************************************************************************</font> +<a name="l01365"></a><a class="code" href="classNL3D_1_1CPatch.html#c33">01365</a> <font class="keywordtype">void</font> CPatch::computeGeomorphAlphaFar1VertexListVB(CTessList<CTessFarVertex> &vertList) +01366 { +01367 <font class="comment">// Traverse the vertList.</font> +01368 CTessFarVertex *pVert; +01369 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next) +01370 { +01371 <font class="keyword">static</font> uint8 *CurVBPtr; +01372 <font class="comment">// Compute/build the new vertex.</font> +01373 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar1VBInfo.VertexCoordPointer; +01374 CurVBPtr+= pVert->Index1 * CLandscapeGlobals::CurrentFar1VBInfo.VertexSize; +01375 +01376 <font class="comment">// NB: the filling order of data is important, for AGP write combiners.</font> +01377 +01378 <font class="comment">// Set Geomorphed Position. Set it local to the current center of landscape</font> +01379 *(CVector*)CurVBPtr= pVert->Src->Pos - CLandscapeGlobals::PZBModelPosition; +01380 +01381 <font class="comment">// Set Alpha color.</font> +01382 <font class="keyword">static</font> CRGBA col(255,255,255,255); +01383 <font class="comment">// For Far1, use alpha fro transition.</font> +01384 <font class="comment">// Prefer Use Pos, because of caching. So little difference between Soft and VertexProgram mode.</font> +01385 <font class="keywordtype">float</font> f= (pVert->Src->Pos - CLandscapeGlobals::RefineCenter).sqrnorm(); +01386 f= (f-<a class="code" href="classNL3D_1_1CPatch.html#o30">TransitionSqrMin</a>) * <a class="code" href="classNL3D_1_1CPatch.html#o31">OOTransitionSqrDelta</a>; +01387 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(f,0,1); +01388 col.A= (uint8)(f*255); +01389 *(CRGBA*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.ColorOff)= col; +01390 } +01391 } +01392 +01393 +01394 <font class="comment">// ***************************************************************************</font> +<a name="l01395"></a><a class="code" href="classNL3D_1_1CPatch.html#c34">01395</a> <font class="keywordtype">void</font> CPatch::computeGeomorphTileVertexListVB(CTessList<CTessNearVertex> &vertList) +01396 { +01397 <font class="comment">// Traverse the vertList.</font> +01398 CTessNearVertex *pVert; +01399 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessNearVertex*)pVert->Next) +01400 { +01401 <font class="keyword">static</font> uint8 *CurVBPtr; +01402 <font class="comment">// Compute/build the new vertex.</font> +01403 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentTileVBInfo.VertexCoordPointer; +01404 CurVBPtr+= pVert->Index * CLandscapeGlobals::CurrentTileVBInfo.VertexSize; +01405 +01406 <font class="comment">// Set Geomorphed Position. Set it local to the current center of landscape</font> +01407 *(CVector*)CurVBPtr= pVert->Src->Pos - CLandscapeGlobals::PZBModelPosition; +01408 } +01409 } +01410 +01411 +01412 +01413 <font class="comment">// ***************************************************************************</font> +<a name="l01414"></a><a class="code" href="classNL3D_1_1CPatch.html#z669_4">01414</a> <font class="keywordtype">void</font> CPatch::computeSoftwareGeomorphAndAlpha() +01415 { +01416 <font class="keywordflow">if</font>(RenderClipped) +01417 <font class="keywordflow">return</font>; +01418 +01419 <font class="comment">// Compute Geomorph.</font> +01420 <font class="comment">//=======</font> +01421 <font class="comment">// Need only to fill CTessVertex, so do it only for FarVertices</font> +01422 <font class="comment">// Hence Geomorph is done twice on edges of patches!!.</font> +01423 <font class="comment">// If not too near for precise, fast compute of geomorph.</font> +01424 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size()==0 ) +01425 { +01426 <font class="comment">// Just update all vertices of master block.</font> +01427 <a class="code" href="classNL3D_1_1CPatch.html#c31">computeGeomorphVertexList</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList); +01428 } +01429 <font class="keywordflow">else</font> +01430 { +01431 <font class="comment">// update all vertices of master block.</font> +01432 <a class="code" href="classNL3D_1_1CPatch.html#c31">computeGeomorphVertexList</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList); +01433 <font class="comment">// update vertices of others block.</font> +01434 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++) +01435 { +01436 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i]; +01437 <font class="comment">// Precise Clip.</font> +01438 <font class="keywordflow">if</font>(!tblock.getClipped()) +01439 { +01440 <font class="comment">// compute the geomorph of the vertices in the tessblock.</font> +01441 <a class="code" href="classNL3D_1_1CPatch.html#c31">computeGeomorphVertexList</a>(tblock.FarVertexList); +01442 } +01443 } +01444 } +01445 +01446 +01447 <font class="comment">// Fill Far0.</font> +01448 <font class="comment">//=======</font> +01449 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>>0) +01450 { +01451 <font class="comment">// Fill Far0 VB.</font> +01452 <a class="code" href="classNL3D_1_1CPatch.html#c32">computeGeomorphFar0VertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList); +01453 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++) +01454 { +01455 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i]; +01456 <font class="comment">// Precise Clip.</font> +01457 <font class="keywordflow">if</font>( tblock.visibleFar0() ) +01458 <a class="code" href="classNL3D_1_1CPatch.html#c32">computeGeomorphFar0VertexListVB</a>(tblock.FarVertexList); +01459 } +01460 } +01461 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0) +01462 { +01463 <font class="comment">// Fill Tile VB.</font> +01464 <font class="comment">// No Tiles in MasterBlock!!</font> +01465 <font class="comment">// Traverse the TessBlocks to compute vertices.</font> +01466 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++) +01467 { +01468 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i]; +01469 <font class="comment">// Precise Clip.</font> +01470 <font class="keywordflow">if</font>( tblock.visibleTile() ) +01471 <a class="code" href="classNL3D_1_1CPatch.html#c34">computeGeomorphTileVertexListVB</a>(tblock.NearVertexList); +01472 } +01473 } +01474 +01475 <font class="comment">// Fill Far1.</font> +01476 <font class="comment">//=======</font> +01477 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>>0) +01478 { +01479 <font class="comment">// Fill VB.</font> +01480 <a class="code" href="classNL3D_1_1CPatch.html#c33">computeGeomorphAlphaFar1VertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList); +01481 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++) +01482 { +01483 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i]; +01484 <font class="comment">// Precise Clip.</font> +01485 <font class="keywordflow">if</font>( tblock.visibleFar1() ) +01486 <a class="code" href="classNL3D_1_1CPatch.html#c33">computeGeomorphAlphaFar1VertexListVB</a>(tblock.FarVertexList); +01487 } +01488 } +01489 } +01490 +01491 +01492 <font class="comment">// ***************************************************************************</font> +01493 <font class="comment">// ***************************************************************************</font> +01494 <font class="comment">// VB clip Allocate/Filling.</font> +01495 <font class="comment">// ***************************************************************************</font> +01496 <font class="comment">// ***************************************************************************</font> +01497 +01498 +01499 <font class="comment">// ***************************************************************************</font> +<a name="l01500"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_11">01500</a> <font class="keywordtype">void</font> CPatch::updateClipPatchVB() +01501 { +01502 <font class="comment">// If there is a change in the clip state of this patch.</font> +01503 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CPatch.html#o27">OldRenderClipped</a> != <a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> ) +01504 { +01505 <font class="comment">// bkup this state for next time.</font> +01506 <a class="code" href="classNL3D_1_1CPatch.html#o27">OldRenderClipped</a> = <a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>; +01507 +01508 <font class="comment">// If now the patch is invisible</font> +01509 <font class="keywordflow">if</font>(RenderClipped) +01510 { +01511 <font class="comment">// Then delete vertices.</font> +01512 <a class="code" href="classNL3D_1_1CPatch.html#z673_0">deleteVBAndFaceVector</a>(); +01513 +01514 <font class="comment">// Now, all vertices in VB are deleted.</font> +01515 <font class="comment">// Force clip state of all TessBlocks, so no allocation will be done on Vertices in VB.</font> +01516 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.empty()) +01517 { +01518 <font class="keywordflow">for</font>(uint i=0; i<<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size();i++) +01519 { +01520 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i]; +01521 tblock.forceClip(); +01522 } +01523 } +01524 } +01525 <font class="keywordflow">else</font> +01526 { +01527 <font class="comment">// else allocate / fill them.</font> +01528 <a class="code" href="classNL3D_1_1CPatch.html#z673_1">allocateVBAndFaceVector</a>(); +01529 <font class="comment">// NB: fillVB() test if any reallocation occurs.</font> +01530 <a class="code" href="classNL3D_1_1CPatch.html#z673_2">fillVB</a>(); +01531 } +01532 } +01533 } +01534 +01535 +01536 <font class="comment">// ***************************************************************************</font> +01537 <font class="comment">// ***************************************************************************</font> +01538 <font class="comment">// VB refine Allocate/Filling.</font> +01539 <font class="comment">// ***************************************************************************</font> +01540 <font class="comment">// ***************************************************************************</font> +01541 +01542 +01543 +01544 <font class="comment">// ***************************************************************************</font> +<a name="l01545"></a><a class="code" href="classNL3D_1_1CPatch.html#c25">01545</a> <font class="keywordtype">void</font> CPatch::checkCreateVertexVBFar(CTessFarVertex *pVert) +01546 { +01547 <a class="code" href="debug_8h.html#a6">nlassert</a>(pVert); +01548 <font class="comment">// If visible, and Far0 in !Tile Mode, allocate.</font> +01549 <font class="comment">// NB: must test Far0>0 because vertices are reallocated in preRender() if a change of Far occurs.</font> +01550 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> && <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>>0 && pVert->OwnerBlock->visibleFar0() ) +01551 { +01552 pVert->Index0= CLandscapeGlobals::CurrentFar0VBAllocator->allocateVertex(); +01553 } +01554 +01555 <font class="comment">// Idem for Far1</font> +01556 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> && <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>>0 && pVert->OwnerBlock->visibleFar1()) +01557 { +01558 pVert->Index1= CLandscapeGlobals::CurrentFar1VBAllocator->allocateVertex(); +01559 } +01560 +01561 } +01562 +01563 +01564 <font class="comment">// ***************************************************************************</font> +<a name="l01565"></a><a class="code" href="classNL3D_1_1CPatch.html#c27">01565</a> <font class="keywordtype">void</font> CPatch::checkFillVertexVBFar(CTessFarVertex *pVert) +01566 { +01567 <a class="code" href="debug_8h.html#a6">nlassert</a>(pVert); +01568 <font class="comment">// If visible, and Far0 in !Tile Mode, try to fill.</font> +01569 <font class="comment">// NB: must test Far0>0 because vertices are reallocated in preRender() if a change of Far occurs.</font> +01570 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> && <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>>0 && pVert->OwnerBlock->visibleFar0()) +01571 { +01572 <font class="keywordflow">if</font>( !CLandscapeGlobals::CurrentFar0VBAllocator->reallocationOccurs() ) +01573 <a class="code" href="classNL3D_1_1CPatch.html#c9">fillFar0VertexVB</a>(pVert); +01574 } +01575 +01576 <font class="comment">// Idem for Far1</font> +01577 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> && <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>>0 && pVert->OwnerBlock->visibleFar1()) +01578 { +01579 <font class="keywordflow">if</font>( !CLandscapeGlobals::CurrentFar1VBAllocator->reallocationOccurs() ) +01580 <a class="code" href="classNL3D_1_1CPatch.html#c10">fillFar1VertexVB</a>(pVert); +01581 } +01582 } +01583 +01584 +01585 <font class="comment">// ***************************************************************************</font> +<a name="l01586"></a><a class="code" href="classNL3D_1_1CPatch.html#c26">01586</a> <font class="keywordtype">void</font> CPatch::checkCreateVertexVBNear(CTessNearVertex *pVert) +01587 { +01588 <a class="code" href="debug_8h.html#a6">nlassert</a>(pVert); +01589 <font class="comment">// If visible, and Far0 in Tile Mode, allocate.</font> +01590 <font class="comment">// NB: must test Far0==0 because vertices are reallocated in preRender() if a change of Far occurs.</font> +01591 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> && <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0 && pVert->OwnerBlock->visibleTile()) +01592 { +01593 pVert->Index= CLandscapeGlobals::CurrentTileVBAllocator->allocateVertex(); +01594 } +01595 } +01596 +01597 +01598 <font class="comment">// ***************************************************************************</font> +<a name="l01599"></a><a class="code" href="classNL3D_1_1CPatch.html#c28">01599</a> <font class="keywordtype">void</font> CPatch::checkFillVertexVBNear(CTessNearVertex *pVert) +01600 { +01601 <a class="code" href="debug_8h.html#a6">nlassert</a>(pVert); +01602 <font class="comment">// If visible, and Far0 in Tile Mode, try to fill.</font> +01603 <font class="comment">// NB: must test Far0==0 because vertices are reallocated in preRender() if a change of Far occurs.</font> +01604 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>&& <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0 && pVert->OwnerBlock->visibleTile() ) +01605 { +01606 <font class="comment">// try to fill.</font> +01607 <font class="keywordflow">if</font>( !CLandscapeGlobals::CurrentTileVBAllocator->reallocationOccurs() ) +01608 <a class="code" href="classNL3D_1_1CPatch.html#c11">fillTileVertexVB</a>(pVert); +01609 } +01610 } +01611 +01612 +01613 <font class="comment">// ***************************************************************************</font> +<a name="l01614"></a><a class="code" href="classNL3D_1_1CPatch.html#c29">01614</a> <font class="keywordtype">void</font> CPatch::checkDeleteVertexVBFar(CTessFarVertex *pVert) +01615 { +01616 <a class="code" href="debug_8h.html#a6">nlassert</a>(pVert); +01617 <font class="comment">// If visible, and Far0 in !Tile Mode, ok, the vertex exist in VB, so delete.</font> +01618 <font class="comment">// NB: must test Far0>0 because vertices are deleted in preRender() if a change of Far occurs.</font> +01619 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> && <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>>0 && pVert->OwnerBlock->visibleFar0() ) +01620 { +01621 CLandscapeGlobals::CurrentFar0VBAllocator->deleteVertex(pVert->Index0); +01622 } +01623 +01624 <font class="comment">// Idem for Far1</font> +01625 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> && <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>>0 && pVert->OwnerBlock->visibleFar1() ) +01626 { +01627 CLandscapeGlobals::CurrentFar1VBAllocator->deleteVertex(pVert->Index1); +01628 } +01629 } +01630 +01631 <font class="comment">// ***************************************************************************</font> +<a name="l01632"></a><a class="code" href="classNL3D_1_1CPatch.html#c30">01632</a> <font class="keywordtype">void</font> CPatch::checkDeleteVertexVBNear(CTessNearVertex *pVert) +01633 { +01634 <a class="code" href="debug_8h.html#a6">nlassert</a>(pVert); +01635 <font class="comment">// If visible, and Far0 in Tile Mode, ok, the vertex exist in VB, so delete.</font> +01636 <font class="comment">// NB: must test Far0==0 because vertices are deleted in preRender() if a change of Far occurs.</font> +01637 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> && <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0 && pVert->OwnerBlock->visibleTile() ) +01638 { +01639 CLandscapeGlobals::CurrentTileVBAllocator->deleteVertex(pVert->Index); +01640 } +01641 } +01642 +01643 +01644 <font class="comment">// ***************************************************************************</font> +01645 <font class="comment">// ***************************************************************************</font> +01646 <font class="comment">// VB DLM Filling</font> +01647 <font class="comment">// ***************************************************************************</font> +01648 <font class="comment">// ***************************************************************************</font> +01649 +01650 +01651 <font class="comment">// ***************************************************************************</font> +<a name="l01652"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_9">01652</a> <font class="keywordtype">void</font> CPatch::fillFar0DLMUvOnlyVertexListVB(CTessList<CTessFarVertex> &vertList) +01653 { +01654 <font class="comment">// The Buffers must have been locked</font> +01655 <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar0VBAllocator); +01656 <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar0VBAllocator->bufferLocked()); +01657 <font class="comment">// VBInfo must be OK.</font> +01658 <a class="code" href="debug_8h.html#a6">nlassert</a>(!CLandscapeGlobals::CurrentFar0VBAllocator->reallocationOccurs()); +01659 +01660 <font class="keyword">static</font> uint8 *CurVBPtr; +01661 <font class="keyword">static</font> CUV uvDLM; +01662 +01663 <font class="comment">// If the DLMContext exist</font> +01664 <font class="keywordflow">if</font>(_DLMContext) +01665 { +01666 <font class="comment">// Traverse the vertList, to compute new uvDLM</font> +01667 CTessFarVertex *pVert; +01668 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next) +01669 { +01670 <font class="comment">// Compute/build the new vertex.</font> +01671 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar0VBInfo.VertexCoordPointer; +01672 CurVBPtr+= pVert->Index0 * CLandscapeGlobals::CurrentFar0VBInfo.VertexSize; +01673 +01674 <font class="comment">// compute Uvs.</font> +01675 CParamCoord pc= pVert->PCoord; +01676 +01677 <font class="comment">// compute Dynamic lightmap Uv with DLM context info.</font> +01678 uvDLM.U= pc.getS()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMUScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMUBias; +01679 uvDLM.V= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMVScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMVBias; +01680 +01681 <font class="comment">// Set Uv DLM only (NB: same code for VertexProgram or not, only TexCoordOff1 may change).</font> +01682 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff1)= uvDLM; +01683 } +01684 } +01685 <font class="comment">// else, reset all Uvs</font> +01686 <font class="keywordflow">else</font> +01687 { +01688 <font class="comment">// just set UV so the vertex point to a black pixel (see CTextureDLM).</font> +01689 uvDLM.U= 1; +01690 uvDLM.V= 1; +01691 +01692 <font class="comment">// Traverse the vertList, to reset uv</font> +01693 CTessFarVertex *pVert; +01694 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next) +01695 { +01696 <font class="comment">// Compute/build the new vertex.</font> +01697 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar0VBInfo.VertexCoordPointer; +01698 CurVBPtr+= pVert->Index0 * CLandscapeGlobals::CurrentFar0VBInfo.VertexSize; +01699 +01700 <font class="comment">// Set Uv DLM only (NB: same code for VertexProgram or not, only TexCoordOff1 may change).</font> +01701 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff1)= uvDLM; +01702 } +01703 } +01704 } +01705 +01706 <font class="comment">// ***************************************************************************</font> +<a name="l01707"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_10">01707</a> <font class="keywordtype">void</font> CPatch::fillFar1DLMUvOnlyVertexListVB(CTessList<CTessFarVertex> &vertList) +01708 { +01709 <font class="comment">// The Buffers must have been locked</font> +01710 <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar1VBAllocator); +01711 <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar1VBAllocator->bufferLocked()); +01712 <font class="comment">// VBInfo must be OK.</font> +01713 <a class="code" href="debug_8h.html#a6">nlassert</a>(!CLandscapeGlobals::CurrentFar1VBAllocator->reallocationOccurs()); +01714 +01715 <font class="keyword">static</font> uint8 *CurVBPtr; +01716 <font class="keyword">static</font> CUV uvDLM; +01717 +01718 <font class="comment">// If the DLMContext exist</font> +01719 <font class="keywordflow">if</font>(_DLMContext) +01720 { +01721 <font class="comment">// Traverse the vertList, to compute new uvDLM</font> +01722 CTessFarVertex *pVert; +01723 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next) +01724 { +01725 <font class="comment">// Compute/build the new vertex.</font> +01726 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar1VBInfo.VertexCoordPointer; +01727 CurVBPtr+= pVert->Index1 * CLandscapeGlobals::CurrentFar1VBInfo.VertexSize; +01728 +01729 <font class="comment">// compute Uvs.</font> +01730 CParamCoord pc= pVert->PCoord; +01731 +01732 <font class="comment">// compute Dynamic lightmap Uv with DLM context info.</font> +01733 uvDLM.U= pc.getS()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMUScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMUBias; +01734 uvDLM.V= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMVScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMVBias; +01735 +01736 <font class="comment">// Set Uv DLM only (NB: same code for VertexProgram or not, only TexCoordOff1 may change).</font> +01737 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff1)= uvDLM; +01738 } +01739 } +01740 <font class="comment">// else, reset all Uvs</font> +01741 <font class="keywordflow">else</font> +01742 { +01743 <font class="comment">// just set UV so the vertex point to a black pixel (see CTextureDLM).</font> +01744 uvDLM.U= 1; +01745 uvDLM.V= 1; +01746 +01747 <font class="comment">// Traverse the vertList, to reset uv</font> +01748 CTessFarVertex *pVert; +01749 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next) +01750 { +01751 <font class="comment">// Compute/build the new vertex.</font> +01752 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar1VBInfo.VertexCoordPointer; +01753 CurVBPtr+= pVert->Index1 * CLandscapeGlobals::CurrentFar1VBInfo.VertexSize; +01754 +01755 <font class="comment">// Set Uv DLM only (NB: same code for VertexProgram or not, only TexCoordOff1 may change).</font> +01756 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff1)= uvDLM; +01757 } +01758 } +01759 } +01760 +01761 +01762 <font class="comment">// ***************************************************************************</font> +<a name="l01763"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_8">01763</a> <font class="keywordtype">void</font> CPatch::fillVBFarsDLMUvOnly() +01764 { +01765 <font class="comment">// Do it for Far0.</font> +01766 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>>0 && !CLandscapeGlobals::CurrentFar0VBAllocator->reallocationOccurs() ) +01767 { +01768 <font class="comment">// Fill Far0 VB.</font> +01769 <a class="code" href="classNL3D_1_1CPatch.html#z673_9">fillFar0DLMUvOnlyVertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList); +01770 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++) +01771 { +01772 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i]; +01773 <font class="comment">// fill only if tblock visible.</font> +01774 <font class="keywordflow">if</font>( tblock.visibleFar0() ) +01775 <a class="code" href="classNL3D_1_1CPatch.html#z673_9">fillFar0DLMUvOnlyVertexListVB</a>(tblock.FarVertexList); +01776 } +01777 } +01778 +01779 <font class="comment">// Do it for Far1.</font> +01780 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>>0 && !CLandscapeGlobals::CurrentFar1VBAllocator->reallocationOccurs() ) +01781 { +01782 <font class="comment">// Fill VB.</font> +01783 <a class="code" href="classNL3D_1_1CPatch.html#z673_10">fillFar1DLMUvOnlyVertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList); +01784 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++) +01785 { +01786 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i]; +01787 <font class="comment">// fill only if tblock visible.</font> +01788 <font class="keywordflow">if</font>( tblock.visibleFar1() ) +01789 <a class="code" href="classNL3D_1_1CPatch.html#z673_10">fillFar1DLMUvOnlyVertexListVB</a>(tblock.FarVertexList); +01790 } +01791 } +01792 } +01793 +01794 +01795 +01796 } <font class="comment">// NL3D</font> +</pre></div> + +<!-- footer --> +<BR><FONT Size=+5> </FONT> +</TD> +<TD WIDTH=15><IMG SRC=http://www.nevrax.org/inc/img/pixel.gif WIDTH=15 HEIGHT=15 BORDER=0 ALT=""></TD> +</TR> +</TABLE> +</BODY> +</HTML> |